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Thread: The Grinder Group 3
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2007-12-16, 01:19 PM (ISO 8601)
- Join Date
- Nov 2007
The Grinder Group 3
You find yourself standing in the basement, finding the secret entrance to the Grinder after a long journey has brought you here. You do not know what perils and horrors await you, but the promise of power is great. You all have your own reasons for being here, but you all stand ready to take the plunge.
Before you stands a large opalescent sphere, the portal entrance to grinder.
SpoilerWhere you are now matters far less than where you are going to be. You might be in the city of doors or somewhere else.
Some rules of posting:
I'd like you to put the first part of the post in character. Put necessary dice rolls and what not in a spoiler box. See Belial the Leveler's Dungeonkeeper fight threads for an example if you don't understand.
Post a link to your character sheet, and your statblock(s) in your first post.
Most of your rolls do; sometimes though I'll be rolling for you if you're not aware of something.
Uhhh, that's all I can think of right now, but if I change anything I'll put it in the post where I change it and here.
Good luck!
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2007-12-16, 03:34 PM (ISO 8601)
- Join Date
- Dec 2006
Re: The Grinder Group 3
I draw my greataxe and sniff the air, checking for anything besides my comrades.
The Grinder. Let's see wot it's got. Is the door trapped?
OOC: Sheet link and Stat-blocks in spoilers within.
Spoiler
sheet.
Gor'thok's Normal Stats
Spoiler
Gor'thok
Minotaur Barbarian 2 Warhulk 8
Chaotic Neutral; Monstrous Humanoid
+7 Initiative; Scent, Darkvision 60ft, Spot +6, Listen +6
Languages
Common, Giant
_____________________________
AC 26, touch 16, flat-footed -; Natural Cunning, Uncanny Dodge (never flat-footed)
(+5 Armor, +3 Dex, -1 Size, +5 Natural, +3 Deflection, +1 Insight)
226 (6d8+10d12 HD);
Immune maze, becoming lost
Fort +24, Ref +14, Will +13
______________________________
Speed 40ft;
Melee Greataxe +27 3d6+26 19-20/x3, Gore +27 1d8+17, Spiked Gauntlet +27 1d6+18
Full Attack Greataxe +27/+27/+22 3d6+26 10-20/x3 and Gore +22 1d8+17
Ranged thrown rock +27 2d8+17
Full Attack thrown rock +27/+22 2d8+17
10ft Space/10ft Reach
Base Atk +8/+3; Grapple +29/24
Atk Options: Power Attack, Great Cleave, Mighty Swing, Massive Sweeping Boulder
Special Actions: Powerful Charge (+27 4d6+25), Awesome Blow
______________________________
Abilities Str 45, Dex 16, Con 26, Int 10, Wis 14, Cha 12
Special Qualities: Rage 1/day, Natural Cunning, Scent, No Time to Think
Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Awesome Blow, Improved Initiative
Skills: Climb +27, Intimidate +13, Jump +31, Listen +6, Spot +6, Swim +27
_______________________________
Equipment: +1 ghost touch keen large adamantine Greataxe of speed, +1 ghost touch mithral chain shirt, +1 adamantine spiked gauntlet, +1 parrying adamantine spiked gauntlet, skin of the hero, ring of freedom of movement, explorer's outfit
Buffs
Spoiler
Conviction: +5 morale bonus to saves
Shield of Faith: +5 Deflection bonus to AC
Magic Vestment: +5 Enhancment to Armor and Shields
Ebon Eyes: See in magical darkness
Heroe's Feast: Immune to Poison/Fear, +1morale to attack bonus
GMW (+5 Weapon)
Buffed Stats. Blue text is changes.
Spoiler
+7 Initiative; Scent, Darkvision 60ft, See in magical darkness, Spot +6, Listen +6
_____________________________
AC 33, touch 18, flat-footed -; Natural Cunning, Uncanny Dodge (never flat-footed)
(+9 Armor, +3 Dex, -1 Size, +5 Natural, +5 Deflection, +1 Insight)
226 (6d8+10d12 HD);
Immune maze, becoming lost, Poison/Fear
Fort +29, Ref +19, Will +18
______________________________
Speed 40ft;
Melee Greataxe +32 3d6+30 19-20/x3, Gore +28 1d8+17, Spiked Gauntlet +28 1d6+18
Full Attack Greataxe +32/+32/+23 3d6+30 19-20/x3 and Gore +23 1d8+17
Ranged thrown rock +28 2d8+17
Full Attack thrown rock +28/+23 2d8+17
10ft Space/10ft Reach
Base Atk +8/+3; Grapple +29/24
Atk Options: Power Attack, Great Cleave, Mighty Swing, Massive Sweeping Boulder
Special Actions: Powerful Charge (+28 4d6+25), Awesome Blow
______________________________
Abilities Str 45, Dex 16, Con 26, Int 10, Wis 14, Cha 12
Special Qualities: Rage 1/day, Natural Cunning, Scent, No Time to Think
Changes when in Rage
Spoiler
Lasts for 13 rounds, then fatigued
+2 attack and +3 damage to greataxe and Powerful Charge
+2 attack and +2 damage to all other attacks, gore, spiked gauntlets, and thrown rocks.
+2 to Climb, Jump, and Swim Checks
+32 HP for 258 HP
+2 to Fortitude Saves
+2 to Constitution based Checks
+2 Morale bonus to Will Saves
Last edited by javcs; 2007-12-17 at 04:51 PM.
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2007-12-16, 04:54 PM (ISO 8601)
- Join Date
- Sep 2007
- Location
- on the coast
- Gender
Re: The Grinder Group 3
Mr. Stabby
Taking a final sip of tea, Mr. Stabby says "Alright chap, leave it to me." before putting his kettle and tea cup away. He then proceeds to check the door.
SpoilerChecking for traps: Search [roll]1d20+18[/search]. <- woops (I rolled a 28 in the OOC thread)
If he finds any: Disable Device (1d20+20)[35]
Provided he doesn't find any traps he will nod to the group, wait for buffing spells, then when the group is ready he will activate his Ring of Invisibility and Hide (whilst moving silently) into the portal
Hide (1d20+79)[90]
Move Silently (1d20+50)[65]
If necessary:
Fort Save (1d20+5)[13]
Reflex Save (1d20+27)[39] (with +5 from trap sense)
Will Save (1d20+7)[22]
Edit: I'll roll that search check again in the OOC thread. Sorry...Last edited by Paladin Latham; 2007-12-16 at 04:58 PM.
Character Sheets:
SpoilerCharacter for The Arena Tournament (reseve): Oathbreaker TGH
Character for The Arena Tournament (reserve): Bloatsack the Vile
Character for The Arena Tournament (reserve): Pin
Character for The Grinder: Mr. Stabby
Arena Tournament Medals (courtesy of The_Chilli_God)
Arena Tournament. PvP. Forum Gaming. YES! GO!
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2007-12-16, 05:09 PM (ISO 8601)
- Join Date
- Jul 2005
- Location
- PA these days
- Gender
Re: The Grinder Group 3
Ashierie Softpads
Appearing from seemingly nowhere (even to the minotaur's keen sense of smell), comes a half-sized figure, far more slender then a halfling. Twirling a small adamantine and oddly intricate mace, Ash reaches to his belt and swaps the crystal in the hilt for another one, before depositing it in a belt loop. His dark exceedingly supple leather armor makes not a move as his glossomar wings blur, holding him in place. He still has no scent, and while his skin is the exceedingly pale green of a fey, it's mottled with red and his hair is streaked with light blue. Shifting, he summons flames which surround his form, and concentrate in his hands. Tossing them from hand to hand in an intricate juggling act, he asks aloud "Why not just blast it?" Under his armor, a semisold blue material can be glimpsed, the same coloration is found if anyone takes the time to inspect his boots. The interior of the black cloak draped over him, in between the wings can be seen as a shimmering waterfall of stars hung frozen in each place, each one seeming to glow, but at as bright as the two crystalline disks on the back of the pixie's gauntlets as he juggles the hellfire. He stands there juggling fire for a second, then all of a sudden a blast of fire similar to the flame he was juggling smashes into him, oblitherating all traces of him.
He reappears a few feet away, grinning mischeviously and holding up his left hand, around which the hellfire swirls ominously before he closes it into a fist, and the glow on the back of his bracers fades away. Whereupon, bored already, he flies up higher and asks Gor'thok "Care to wrestle a fall or two while we wait for the others to ready themselves?"
Spoilerhttp://www.myth-weavers.com/sheets/view.php?id=34418
He goes by the name 'Ash'.
SpoilerAsh(ierie) Softpads
Blooded One Pixie of minor Air Elemental Bloodline Swordsage2/Warlock5/Swordsage1/Hellfire Warlock3/Bloodline Level/Swordsage1
Alignment: Chaotic-Neutral; Fey
Initiative +17; Senses: Low light vision, Blindsense 30ft.
Languages: Common, Sylvan, Infernal
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AC 36, touch 30, flat-footed 24; relevant feats: Dodge. Relevant special abilities: Hellfire Shield, Evasion, Uncanny Dodge
(the break down of AC: 10+3 armor+12 dex+1 size+3 natural+7untyped (swordsage wis to AC))
Miss Chance: 50% (Invis) for Ranged: 20% (Entropic Warding)
hp: 96 (12 hitdice); DR (10/cold iron, 1/cold iron)
Immune: Mundane Ranged Attacks, Mundane Melee Attacks, all harmful vapors and gases, need to breathe, need to eat/drink.
Resist: Fire 10, DC 15 reflex for magical weapons to negate, DR 1 for ability damage, 1/day Death Effect/Negative Energy effect.
SR 28
Fort +11 , Ref +17 , Will +21
______________________________
Speed 20ft, fly 60ft (good); Relevant Feats: Flyby Attack, Hover
Melee: Warlock's Scepter +24 (17d6+5) or +22 Eldrich Glaive (16d6) (+24/+19) or (+22/+17)
Ranged +23 Hellfire Blast (16d6) (90ft) (+23/+18)
Space/Reach 5ft/5ft (10ft with Eldrich Glaive, 15 with Eldrich glaive and Burning Brand)
Base Atk +9; Grapple +7
Atk Options: Combat Reflexes, Maneuvers
Special Actions: War Cry, Maneuvers, Stances, Invocations, Decieve Item, Detect Magic
______________________________
Abilities Str: 14, Dex: 34, Con: 21, Int: 18, Wis: 24, Cha: 23
Special Qualities: Greater Invisibility, Hellfire Infusion, SLAs
Feats: Dodge (b), Combat Reflexes (b), Flyby Attack, Hover, Improved Initiative (b), Weapon Finesse, Adaptive Style, Shape Soulmeld (Strongheart Vest), Shape Soulmeld (Impulse Boots -Feet), Open Least Chakra (flaw bonus), Darkstalker (flaw bonus).
Skills: Balance +15, Bluff +18, Escape Artist +16, Hide +33, Intimidate +12, Listen +7, Move Silently +29, Search +7, Spellcraft +10, Spot +7, Tumble +14, Use Magic Device +10, Knowledge Arcana +5, Knowledge The Planes +19
_______________________________
Equipment:
Belt of Magnificence +6 (Miniatures Handbook)
Bracers of Fell Power, Greater (Chausible from Complete Arcane)
Starmantle Cloak (Book of Exhaulted Deeds) and Resistance +1
Horizon Goggles (CMage)
Gauntlets of Heartfelt blows and of the Master Strategist (Ghostwalk) (Dust of Sneezing & Choking within)
Necklace of Adaptation
Ring of Darkhidden (Magic Item Compendium) and Ring of Sustenance
Silent Portal Disk
Wand of Assay Spell resistance (CL 7) 5 charges
Wand of Orb of Force (CL 10) 20 charges
Staff of Vigor, Greater (CL 9) 7 charges
Wand of Vigor, Lesser (CL 1) 50 charges (x3)
Wand of Benign Transposition (CL) 20 charges (110 feet)
Wand of Cure Minor (CL 1) 35 charges
Wand of Prestadigitation (CL 1) 10 charges
Nightscale Armor (Underdark) +1 of Light Fortification, Deathward, and Nimbleness
Armor Crystal: Bent Sight
Warlocks Scepter (Magic Item Compendium version)
Weapon Crystals x2. 1 allows to draw as if with Quickdraw (slotted in whenever not in hand, most often Scepter is in hand) the other, +1 damage while channeling eldrich blast.
500gp spent on materials for Blooded One immersion bath.
Standard Adventuerer's kit.
Ghost Oil
Alchemist's Spark
Sugar Bomb x3
Good Ale x9
_______________________________
Invocations:
Flee the Scene
Eldrich Glaive
Brimstone Blast
Entropic Warding
Voidsense
Hideous Blow
Eldrich Cone
_______________________________
Spell-like Abilities: (all 1/day)
Lesser Confusion (DC:17)
Dancing lights
Detect Evil
Detect Good
Detect Chaos
Detect Law
Detect Thoughts (DC: 18)
Dispel magic
Entangle (DC: 17)
Permanent image (DC:22)
_______________________________
War Cry (Ex): Let out a warcry, free action. For 2d4 rounds, all Blooded Ones within 30ft get +1 to attack and damage.
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Maneuvers:
Desert Wind:
Burning Brand Swift action, +5ft, damage = fire.
Leaping Flame: Immediate action, Teleport next to someone who attacked. Move up to 100ft.
Zephyr Dance: +4 AC (immediate Action)
Setting Sun
Comet Throw: Standard Action, Trip attack, +8 to dex check for it, throw them 10ft, and they fall prone and take 4d6, every 5 won by can be another 5ft. Can throw into occupied square. One thrown at gets reflex save DC 16 for 1/2 instead of 4d6 and not them prone as well.
Shadow Hand
Shadow Stride: 50ft teleport as move action.
Stone Dragon:
Elder Mountain Hammer: standard action, +6d6 damage overcomes DR and hardness
Bonesplitting Strike: standard action, +2 con damage on attack.
Mountain Hammer: standard action, +2d6 damage, overcomes DR and hardness
Overwhelming Mountain Strike: standard action, +2d6 damage, fort save DC 16 or lose move action.
Assassin's Stance: +2d6 sneak attack
Shifting Defense: Free five foot step each attack made against. Each uses an AoO.
Last edited by Seffbasilisk; 2007-12-18 at 04:20 PM.
Life is a gamble, roll the dice. If your life is like cards, rig the deck.
"Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
Greatest number of kills In Valhalla Round 1 with Hsams Goht
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2007-12-16, 06:01 PM (ISO 8601)
- Join Date
- Dec 2006
Re: The Grinder Group 3
Gor'thok
Shaking my head, I grunt, Haven't you learned better by now, Ash?.
Pulling out an amorphous blob of ectoplasm, I mutter under my breath, sending it flowing across my body.
You can't drop me, even with your tricks.
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2007-12-16, 06:16 PM (ISO 8601)
- Join Date
- Aug 2007
Re: The Grinder Group 3
A small, seemingly very fragile Three comes floating in on his cushion of air. He looks to the door, then to the rest of the group, and figures they can get it open without him and says nothing.
OOC: Three's spells are nearly picked for known. Only that and stat block left to put together. Will edit into this first post when done.
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2007-12-16, 07:02 PM (ISO 8601)
- Join Date
- Jul 2005
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- PA these days
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Re: The Grinder Group 3
Ash
Matching Gor'thok's glance with a steely glare, Ash attempts to initiate a duel of wills before the wrestling breaks out. As he hovers in the air, the pixie keeps the hellfire raging around him, in order to gain the time to match glares before the powerful minotaur leaps.
SpoilerDuel of wills is in Tome of Battle. Page 27. You can Submit, Ignore the Challange, or Participate. However, you know from previous battles, that those who hit/grab at the pixie when he doesn't want to be grabbed at are met with a blast of hellfire that automatically strikes them, and even then, most often thier swings/grabs miss. He's surpressed it before for wrestling matches, and seems to rely entirely on tricks when wrestling, for without them, you easily pin him.
IF you choose to participate, roll your intimidate check, THEN check this spoiler box.SpoilerIntimidate - (1d20+12)[16] Aiming for DC 15, if you ignore the challange.Last edited by Seffbasilisk; 2007-12-16 at 07:03 PM.
Life is a gamble, roll the dice. If your life is like cards, rig the deck.
"Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
Greatest number of kills In Valhalla Round 1 with Hsams Goht
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2007-12-16, 07:18 PM (ISO 8601)
- Join Date
- Dec 2006
Re: The Grinder Group 3
Gor'thok
Bring it, little one.
I meet Ashes glare with one of my own.
Spoiler
(1d20+13)[14] A natural 1! WTF?! Of all the ...
Still, you still need at least 14 to drop him if I get another 1 on the check, when you use the maneuver. Without the maneuver, you can't.
Last edited by javcs; 2007-12-16 at 07:28 PM.
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2007-12-16, 08:03 PM (ISO 8601)
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Re: The Grinder Group 3
Ash
Holding up three slender fingers, Ash counts out "Dropping Hellfire in 3, 2, 1" as he drops his fingers one by one. Foregoing the chance to gain an unfair upper hand, he counts out, and after one, the flames of the hellfire surrounding him withdraw back inside him as his hands curl to fists, and he tenses to spring.
SpoilerInitiative - (1d20+17)[25] I have a +20 to my check with the maneuver. I figure I chuck you into a wall (instead of someone) and that should be the end of the fall. Giving up surprise round to prove it's just a friendly competition. So, roll some initiative.Last edited by Seffbasilisk; 2007-12-16 at 08:10 PM.
Life is a gamble, roll the dice. If your life is like cards, rig the deck.
"Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
Greatest number of kills In Valhalla Round 1 with Hsams Goht
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2007-12-16, 08:26 PM (ISO 8601)
- Join Date
- Dec 2006
Re: The Grinder Group 3
Gor'thok
So be it.
I shift my weight to better toss Ash back when he tries to grab me.
Spoiler
Initiative (1d20+7)[18]
+20? Oh, right, Dex check. I was thinking grapple. My bad. Hold up, -4 for being Small, make that a +16, and checking the actual maneuver, it's a +4 bonus on the ability check, not a +8 ... making it +12.
Gor'thok is large, so +4, +17 for Strength ... that's +21 being tripped by a +12 ... in other words not likely.
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2007-12-16, 09:46 PM (ISO 8601)
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- Jul 2005
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Re: The Grinder Group 3
Ash
Seeing Gor'thok bracing against him, Ash starts to move forward and darkness spirals in, engulfing him, then dissipates.
A second later he strides out of the shadow at Gor'thok's back, leaning in to grab him in an attempt at a throw.
Spoiler
TouchAttack - (1d20+22)[24]
TripAttack - (1d20+12)[28]
You're right, my bad. I didn't read tripping rules, and when reading the maneuver, I think I read a line of the one next to it 'If you are of a smaller size category you use leverage, misdirection, and trickery to gain a +4 bonus on your dexterity check (if you use that option). C'mon board rollers! I know you hate me, but let the pixie chuck the minotaur into the wall!
Life is a gamble, roll the dice. If your life is like cards, rig the deck.
"Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
Greatest number of kills In Valhalla Round 1 with Hsams Goht
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2007-12-16, 09:53 PM (ISO 8601)
- Join Date
- Dec 2006
Re: The Grinder Group 3
Gor'thok
I accept the hit, and haul back on Ash, seeking to counter the pixies agility with brute force.
Spoiler
The board rollers hate you? I rolled a nat 1 on that intimidate check.
C'mon, let's put the pixie on his butt.
(1d20+21)[27]
WHAT THE *&#!%*#@!%!!!!! Gor'thok is several hundred pounds outside of Ash's drag limit and he gets tossed into a wall?!
Last edited by javcs; 2007-12-16 at 09:56 PM.
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2007-12-16, 10:08 PM (ISO 8601)
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Re: The Grinder Group 3
Ash
The deceptive maneuver turned out to be exactly the trick needed, as Ash appears behind Gor'thok and wrapping his tiny fingers around the minotaur's thick leg, one hand to each side as they won't even wrap around, then throwing his entire body into the roll and flapping his wings mid-roll for added emphasis, he hurls the relative giant ten feet through the air into the dungeon wall. During the entire encounter, a look of intense concentration is on the little pixie's face, and oddly enough, the gems on the back of his gauntlets shed no light at all.
After Gor'thok cracks into the wall, Ash is over there as quickly as he can, trying to help him up. "Are you ok? Sheeze, shouldn't have thrown you into the wall. I just have this overpowering need to make a name for myself sometimes. Shouldn't do it off your bruised ribs."
SpoilerDamage - (4d6)[10] Deliberatly not applying the +6 fire damage, and if possible, reducing the 4d6 damage to 4.
Edit: Accidentally forgot all the bonuses I got from Duel of Wills. Not that it really matters.Last edited by Seffbasilisk; 2007-12-16 at 10:24 PM.
Life is a gamble, roll the dice. If your life is like cards, rig the deck.
"Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
Greatest number of kills In Valhalla Round 1 with Hsams Goht
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2007-12-16, 10:10 PM (ISO 8601)
- Join Date
- Sep 2007
- Location
- on the coast
- Gender
Re: The Grinder Group 3
Mr. Stabby
Mr. Stabby chuckles "I never tire of adventuring with you two. Its never boring" as he continues his work searching the portal.Last edited by Paladin Latham; 2007-12-16 at 10:20 PM.
Character Sheets:
SpoilerCharacter for The Arena Tournament (reseve): Oathbreaker TGH
Character for The Arena Tournament (reserve): Bloatsack the Vile
Character for The Arena Tournament (reserve): Pin
Character for The Grinder: Mr. Stabby
Arena Tournament Medals (courtesy of The_Chilli_God)
Arena Tournament. PvP. Forum Gaming. YES! GO!
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2007-12-16, 10:24 PM (ISO 8601)
- Join Date
- Dec 2006
Re: The Grinder Group 3
Gor'thok
I must be off today. That's for sure, Stabby. I shake my head as I grab at Ash.
Spoiler
(1d20+27)[40] Melee touch to initiate a grapple. as Ash has no weapons in hand, he doesn't get an AoO. If it misses, it shouldn't, I only need a 3, I try again (1d20+22)[36].
If either one hits, the opposed grapple check is (1d20+29)[45]. I win on a natural 1, even if Ash gets a 20, because 30 (my lowest possible) is greater than 27 (Ash's highest possible).
If the first attempt succeeds, I attempt to pin Ash, with another opposed grapple check. (1d20+24)[31]
Edit: Finally, some good rolls. Haha, Ash just got owned.
Last edited by javcs; 2007-12-16 at 10:26 PM.
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2007-12-16, 10:51 PM (ISO 8601)
- Join Date
- Aug 2007
Re: The Grinder Group 3
OOC:
Spoiler
Can you guys let me know what spells you would like from the divine side as buffs? Anything under level 3 can be chained and reach Metamagicked, and on the divine side I have a limit of 2 spells that can be persisted. One persist is used for a personal buff
I should have the spell list done either tonight or tomorrow.
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2007-12-16, 10:54 PM (ISO 8601)
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- Jul 2005
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Re: The Grinder Group 3
Ash
So as his huge hand goes to close on him, Ash snaps out with one of his gauntlets and forces the minotaur to relinquish his grip. As the tiny fist comes out to parry the blow, the gems on the backs blaze a bright red, glowing as bright as flames, and the little fist even burns as it smacks the much-larger hand aside.
After the tiny blow, Ash shakes his head at the minotaur "I said a fall didn't I? You fell. Flat on your back. You're lucky I deflected your blow, if I hadn't I would have done the next best thing to break a grapple." And with that, the corona of hellfire blossoms around him. "I can strike with it, even when it's hidden. It took almost all of my concentration to keep from burning you as I threw you. I've told you this before! Why is it you never take the time to think?"
SpoilerAttackOfOpportunity - (1d20+23)[30] AoODamage - (1d2+8)[9] Gauntlets. AoO. Hits, disrupts grapple. 6 of the damage from the gauntlets is fire. Word o' warnin'. Don't press it, or Ash will show you why he goes by the nickname 'Ash'. 15d6+6 damage is nothing to sneeze at. 8d6 of that will be hellfire, and only 6 of that mundane fire.Last edited by Seffbasilisk; 2007-12-16 at 11:02 PM.
Life is a gamble, roll the dice. If your life is like cards, rig the deck.
"Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
Greatest number of kills In Valhalla Round 1 with Hsams Goht
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2007-12-16, 11:02 PM (ISO 8601)
- Join Date
- Aug 2007
Re: The Grinder Group 3
Three
Both Gortok and Ash here a familiar voice in their heads, and not a soothing one.
"Children, can we focus on the task at hand here please?"
Three then brings his lute out from his robe, and begins to play a soft tune, hoping to bring the tempers down from his dangerous friends.
Spoiler
Perform check for fun
perform - (1d20+31)[41]
Now that's a helluva show.
Last edited by Bronz; 2007-12-16 at 11:02 PM.
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2007-12-16, 11:23 PM (ISO 8601)
- Join Date
- Dec 2006
Re: The Grinder Group 3
Gor'thok
Once. You said 2 falls. Stick to what you say. I growl as I stand up, sticking 1 finger then 2 fingers up.
My job is hacking stuff up. Not thinking.
OOC:
Spoiler
Ash has gauntlets? They're not listed on his sheet.
Don't expect Gor'thok to think overmuch. One of his class features is 'No Time to Think', and look at his mental stats, I'm actually surprised that they're as high as they are.
Greater Magic Weapon and Magic Vestment are good buffs in general for the party, the Vigor spells are also handy. For Gor'thok specifically, if you have something that gave attacks against him a miss chance, or gave him DR, that would be most appreciated, as his AC is not so great.
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2007-12-16, 11:24 PM (ISO 8601)
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- Jul 2005
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Re: The Grinder Group 3
Ash
Ash continues to glower at Gor'thok the flames raging around him, and yet at the same time a second Ash appears in front of Three saying "What took you so long? I can only throw him around for so long before he does something stupid. You know that."
At the same time, the first Ash says to Gor'thok "You're strong, as I've told you before, you're one of the strongest beings I've ever met. What you've yet to learn though, is that strength isn't everything. And I told you one or two. After that brutal throw, I wanted to make sure you weren't hurt."
And with that, both Ashes dissapear from view.
SpoilerAnyone with See Invis, True Seeing, etc up:Everyone else can make a spot check DC: Hide - (1d20+53)[69] to peek in that spoiler. As for buffs level 3 and lower: Magic Vestment is an obvious one (only bought a +1 on my armor for that reason), and two good 10min/level ones that should be of use: Conviction and Ebon Eyes. Personally, I'd like True Seeing if possible, Stoneskin would be nice, and something to give me bonus to deflection and/or natural armor. Ooo, yes. Displacement would be nice here too.SpoilerHe's whirling around, practicing combat styles, invisible a few feet from Three.
And dude?Gauntlets of Heartfelt blows and of the Master Strategist (Ghostwalk) (Dust of Sneezing & Choking within)
Edit the THIRD: And while I know you have the class feature No Time to Think, Ash doesn't, and hopes that you'll start thinking things out if he shows you the folly of not doing it a few....hundred? thousand? times.Last edited by Seffbasilisk; 2007-12-16 at 11:35 PM.
Life is a gamble, roll the dice. If your life is like cards, rig the deck.
"Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
Greatest number of kills In Valhalla Round 1 with Hsams Goht
-
2007-12-17, 12:04 AM (ISO 8601)
- Join Date
- Sep 2007
- Location
- on the coast
- Gender
Re: The Grinder Group 3
Mr. Stabby
"Fey. Melodramatic lot..."
SpoilerThe only buffs I can think of off the top of my head that I'd like are:
Blessed Aim (Spell Compendium, 1st level)
Ebon Eyes (same)
Aid
Shield of Faith
Iron Bones (Spell compendium, 4th level)
And If you can: Revive Undead (its an arcane spell though...)Last edited by Paladin Latham; 2007-12-17 at 12:04 AM.
Character Sheets:
SpoilerCharacter for The Arena Tournament (reseve): Oathbreaker TGH
Character for The Arena Tournament (reserve): Bloatsack the Vile
Character for The Arena Tournament (reserve): Pin
Character for The Grinder: Mr. Stabby
Arena Tournament Medals (courtesy of The_Chilli_God)
Arena Tournament. PvP. Forum Gaming. YES! GO!
-
2007-12-17, 10:35 AM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder Group 3
The air smells of a musty basement and your companions (except for the pixie of course). Mr. Stabby's extremely thorough survey of the portal turns up no traps, and his intuition tells him there are none.
Spoileryou guys can go in full hit points as long as you're not killing each other outside. You can choose to wait for FF Fanboy or not, as he has not shown up yet (one of you might want to PM him). If you want you can drag his comatose body along with you so that when he does show up he'll be active. Otherwise I'll put him in a different group. Good luck!
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2007-12-17, 11:15 AM (ISO 8601)
- Join Date
- Aug 2007
Re: The Grinder Group 3
OOC:
Spoiler
Let's just go ahead without him. Spells done and picked. Only thing left to do is actually putting up the stat block.
List of buffs active on everyone to come, but it has been mentioned
Edit: Mostly done stat block edited in.
Stat block:
Spoiler
Three
Race:Human (7 Bard / 1 Mindbender / 2 UR-Priest / 1 Sublime Chord / 7 Mystic Theurge)
Alignment: Lawful Evil Type: Humanoid(Human)
Initiative: -7
Languages
Common
Abyssal
Infernal
_____________________________
AC: 31 Touch:25 Flatfooted: 31
(10 + 5Deflection(Shield of Faith) +6AC +11Monkbelt -1Dex)
79hp (2d8+8d6+8d4);
Immune
Projectiles and Thrown Weapons (Storm Rage)
Grapple, Web, Entangle etc. (Freedom of Movement via Ring)
No need to eat or drink (Ioun stone)
No need to breathe (Ioun Stone)
Saves:
Fort +17 , Ref +16, Will +39
(Superior Resistance +6resist, Conviction +5morale bonus)
______________________________
Speed: 30', Fly 40' Average (Storm Rage);
Melee: +2 Standard, +2/-3 Full attack, 1d4-3 Dagger or 1d6-3 Unarmed Strike
Ranged: +7 Lightning Touch Attack, 10d6 (Storm Rage)
Space/Reach: 5'
Base Atk: +8; Grapple: +5 (Immune due to Freedom of Movement
Special Qualities:
Rebuke Undead: 16/day
Bardic Music: 8/day
Bardic Knoweledge: +8
Healing Hymn (Alternate Class feature)
Telepathy 100'
Evasion (Ring)
Freedom of Movement (ring)
______________________________
Abilities:
Str 5, Dex 9, Con 13, Int 14, Wis 30, Cha 26
Feats:
Able Learner, Spell Focus(Evil), Iron Will, Silent Spell, Melodic Casting, Extend Spell, Persistant Spell, Divine Metamagic Persistent Spell, Reach Spell, Metamagic Song
Skills
Intimidate +12, Diplomacy +12, Sense Motive +19, Bluff +14, Spellcraft +10, Listen +28, Perform(string instruments) +31, Knoweledge (Arcane) +8, Knoweledge (Religion) +8, Knoweledge (Planes) +7, Profession(Astrology) +16, Concentration +22, Use Magic Device +29
_______________________________
Equipment:
Headband of Leadership (+6wis and +6cha)
Ring of Evasion
Ring of Freedom of Movement
Ring of Enduring Arcana (Active only while buffing in the morning)
Monk's Belt
Bracers of Armor +6
Amulet of Health +4
Portable Hole
-Nice chair, desk, and small bed within, as well as extra sacks and the like
Gray Ioun Stone with Continual Flame
Clear Ioun Stone
Iridescent Ioun Stone
Rod of Chaining (Lesser)
Masterwork Lute
1340GP
Day Long Spells in Effect:
Shield of Faith
Ebon Eyes
Conviction
Heroe's Feast
Divine Insight (+20 on any single skill check)
Resistance, Superior
Stormrage
Cleric Spells for the day: 21 CL
Spoiler
0-Level
Create Water, Cure Minor, Cure Minor, Cure Minor, Cure Minor, Cure Minor
1-Level
Blessed Aim, Blessed Aim, Lesser Vigor, Obscuring Mist, Bless, Bless, Comprehend Languages, Sanctuary
2-Level
Close Wounds,Divine Insight,Conviction(Extended),Ebon Eyes(Extended), Align Weapn, Darkness, Darkness
3-Level
Know Vulnerabilities,Magic Vestment, Mass Lesser Vigor, Mass Lesser Vigor, Deeper Darkness, Meld into Stone
4-Level
Death Ward, Dismissal,Mass Shield of Faith, Divine Power, Spell Immunity, Inflict Critical Wounds
5-Level
Stone Bones, Greater Command, Slay Living, True Seeing, Greater Blindsight(Extended)
6-Level
Energy Immunity,Superior Resistance, Blade Barrier, Harm,Heroe's Feast
7-Level
Mass Spell Resistance,Fortunate Fate, Greater Dispel Magic(Silent)
8-Level
Storm Rage, Earthquake
9-Level
Miracle
Bard Spells Known/Cast: 8 CL
Spoiler
Castable/day: 3/5/5/5/3
Cast: 0/0/0/0
0-Level
Detect Magic, Mage hand, Mending, Prestididation, Read Magic, Summon Instrument
1-Level
Cure Light Wounds, Charm Person, Tasha's Hideous Laughter, Identify
2-Level
Cure Moderate Wounds, Heroism, Mirror Image, Suggestion
3-Level
Cure Serious Wounds, Haste, Major Image
Sublime Chord Spells Known/Cast: 16 CL
Spoiler
Castable/Day:5/5/5/4/3
Cast: 0/0/0/0/0
4-Level
Shadow Conjuration, Polymorph, Assay Spell Resistance, Greater Invisibility
5-Level
Mass Cure Light Wounds, Greater Heroism, Shadow Evocation, Greater Dispel Magic
6-Level
Otto's Irresistable Dance, Repulsion, Find the Path, Flesh to Stone
7-Level
Spell Turning, Greater Shadow Conjuration, Limited Wish
8-Level
Greater Shadow Evocation, Polymorph any Object
Last edited by Bronz; 2007-12-17 at 12:51 PM.
-
2007-12-17, 11:34 AM (ISO 8601)
- Join Date
- Jul 2005
- Location
- PA these days
- Gender
Re: The Grinder Group 3
OOC Chatter:
SpoilerRight now we only have: Smashy
Ratty
Burny
Crunchy. We also don't have Tippy. I vote we wait a touch and barrage them, or get subsitutions. Otherwise we're movin' in at 2/3 personelle of the team required.Life is a gamble, roll the dice. If your life is like cards, rig the deck.
"Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
Greatest number of kills In Valhalla Round 1 with Hsams Goht
-
2007-12-17, 11:40 AM (ISO 8601)
- Join Date
- Dec 2006
Re: The Grinder Group 3
OOC:
Spoiler
I have to agree with Seff - this place is trying to kill us. We'll need a full team for the best effects, without a full team, we're probably going to get fubared quickly, unless we specifically rebuilt our characters for maximal synergy.
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2007-12-17, 12:23 PM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder Group 3
SpoilerOk, you guys can grab anyone who isn't already in a group, or who's joining the group would push it over 6. I think Karsh and Emporer Tippy were a pair, but others can be nabbed individually. But hurry up! I can't wait to maim you folks.
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2007-12-17, 12:44 PM (ISO 8601)
- Join Date
- Sep 2007
- Location
- on the coast
- Gender
Re: The Grinder Group 3
OOC:
SpoilerA team can do worse than be as well-rounded as this. Besides are you worried about your characters dying or something? Lets look the devil in the eye and then decide if help is neccesary.Character Sheets:
SpoilerCharacter for The Arena Tournament (reseve): Oathbreaker TGH
Character for The Arena Tournament (reserve): Bloatsack the Vile
Character for The Arena Tournament (reserve): Pin
Character for The Grinder: Mr. Stabby
Arena Tournament Medals (courtesy of The_Chilli_God)
Arena Tournament. PvP. Forum Gaming. YES! GO!
-
2007-12-17, 12:53 PM (ISO 8601)
- Join Date
- Aug 2007
Re: The Grinder Group 3
Edit: List of spells on everyone
Spoiler
Conviction: +5 morale bonus to saves
Shield of Faith: +5 Deflection bonus to AC
Magic Vestment: +5 Enhancment to Armor and Shields
Ebon Eyes: See in magical darkness
Heroe's Feast: Immune to Poison/Fear, +1morale to attack bonus
Ratty:
Extended Stone Bones
Smashy:
GMW (+5 Weapon)
OOC:
Spoiler
I agree with Paladin here. We have a standard well rounded party of 4. If we run into too much trouble then we'll hold out for 2 others.
As a side note, stat block is finally done. I don't think I've ever done another one that even closely resembles the size of this one.
Stat block:
[/QUOTE]Spoiler
Three
Race:Human (7 Bard / 1 Mindbender / 2 UR-Priest / 1 Sublime Chord / 7 Mystic Theurge)
Alignment: Lawful Evil Type: Humanoid(Human)
Initiative: -7
Languages
Common
Abyssal
Infernal
_____________________________
AC: 31 Touch:25 Flatfooted: 31
(10 + 5Deflection(Shield of Faith) +6AC +11Monkbelt -1Dex)
79hp (2d8+8d6+8d4);
Immune
Projectiles and Thrown Weapons (Storm Rage)
Grapple, Web, Entangle etc. (Freedom of Movement via Ring)
No need to eat or drink (Ioun stone)
No need to breathe (Ioun Stone)
Poison (Heroe's Feast)
Fear(Heroe's Feast)
Saves:
Fort +17 , Ref +16, Will +39
(Superior Resistance +6resist, Conviction +5morale bonus)
______________________________
Speed: 30', Fly 40' Average (Storm Rage);
Melee: +2 Standard, +2/-3 Full attack, 1d4-3 Dagger or 1d6-3 Unarmed Strike
Ranged: +7 Lightning Touch Attack, 10d6 (Storm Rage)
Space/Reach: 5'
Base Atk: +8; Grapple: +5 (Immune due to Freedom of Movement
Special Qualities:
Rebuke Undead: 16/day
Bardic Music: 8/day
Bardic Knoweledge: +8
Healing Hymn (Alternate Class feature)
Telepathy 100'
Evasion (Ring)
Freedom of Movement (ring)
______________________________
Abilities:
Str 5, Dex 9, Con 13, Int 14, Wis 30, Cha 26
Feats:
Able Learner, Spell Focus(Evil), Iron Will, Silent Spell, Melodic Casting, Extend Spell, Persistant Spell, Divine Metamagic Persistent Spell, Reach Spell, Metamagic Song
Skills
Intimidate +12, Diplomacy +12, Sense Motive +19, Bluff +14, Spellcraft +10, Listen +28, Perform(string instruments) +31, Knoweledge (Arcane) +8, Knoweledge (Religion) +8, Knoweledge (Planes) +7, Profession(Astrology) +16, Concentration +22, Use Magic Device +29
_______________________________
Equipment:
Headband of Leadership (+6wis and +6cha)
Ring of Evasion
Ring of Freedom of Movement
Ring of Enduring Arcana (Active only while buffing in the morning)
Monk's Belt
Bracers of Armor +6
Amulet of Health +4
Portable Hole
-Nice chair, desk, and small bed within, as well as extra sacks and the like
Gray Ioun Stone with Continual Flame
Clear Ioun Stone
Iridescent Ioun Stone
Rod of Chaining (Lesser)
Masterwork Lute
1340GP
Day Long Spells in Effect:
Shield of Faith
Ebon Eyes
Conviction
Heroe's Feast
Divine Insight (+20 on any single skill check)
Resistance, Superior
Stormrage
Fortunate Fate
Cleric Spells for the day: 21 CL
Spoiler
0-Level
Create Water, Cure Minor, Cure Minor, Cure Minor, Cure Minor, Cure Minor
1-Level
Blessed Aim, Blessed Aim, Lesser Vigor, Obscuring Mist, Bless, Bless, Comprehend Languages, Sanctuary
2-Level
Close Wounds,Divine Insight,Conviction(Extended),Ebon Eyes(Extended), Align Weapn, Darkness, Darkness
3-Level
Know Vulnerabilities,Magic Vestment, Mass Lesser Vigor, Mass Lesser Vigor, Deeper Darkness, Meld into Stone
4-Level
Death Ward, Dismissal,Mass Shield of Faith, Divine Power, Spell Immunity, Inflict Critical Wounds
5-Level
Stone Bones, Greater Command, Slay Living, True Seeing, Greater Blindsight(Extended)
6-Level
Energy Immunity,Superior Resistance, Blade Barrier, Harm,Heroe's Feast
7-Level
Mass Spell Resistance,Fortunate Fate, Greater Dispel Magic(Silent)
8-Level
Storm Rage, Earthquake
9-Level
Miracle
Bard Spells Known/Cast: 8 CL
Spoiler
Castable/day: 3/5/5/5/3
Cast: 0/0/0/0
0-Level
Detect Magic, Mage hand, Mending, Prestididation, Read Magic, Summon Instrument
1-Level
Cure Light Wounds, Charm Person, Tasha's Hideous Laughter, Identify
2-Level
Cure Moderate Wounds, Heroism, Mirror Image, Suggestion
3-Level
Cure Serious Wounds, Haste, Major Image
Sublime Chord Spells Known/Cast: 16 CL
Spoiler
Castable/Day:5/5/5/4/3
Cast: 0/0/0/0/0
4-Level
Shadow Conjuration, Polymorph, Assay Spell Resistance, Greater Invisibility
5-Level
Mass Cure Light Wounds, Greater Heroism, Shadow Evocation, Greater Dispel Magic
6-Level
Otto's Irresistable Dance, Repulsion, Find the Path, Flesh to Stone
7-Level
Spell Turning, Greater Shadow Conjuration, Limited Wish
8-Level
Greater Shadow Evocation, Polymorph any Object
Last edited by Bronz; 2007-12-17 at 01:51 PM.
-
2007-12-17, 01:26 PM (ISO 8601)
- Join Date
- Sep 2007
- Location
- on the coast
- Gender
Re: The Grinder Group 3
Mr. Stabby
Mr. Stabby hefts his crossbow, waits for preperatory spells to be cast and says "Well chaps, theres not else for it, fortune favors the brave and whatnot..." before proceeding to enter the portal (as described in his first post).Last edited by Paladin Latham; 2007-12-17 at 01:29 PM.
Character Sheets:
SpoilerCharacter for The Arena Tournament (reseve): Oathbreaker TGH
Character for The Arena Tournament (reserve): Bloatsack the Vile
Character for The Arena Tournament (reserve): Pin
Character for The Grinder: Mr. Stabby
Arena Tournament Medals (courtesy of The_Chilli_God)
Arena Tournament. PvP. Forum Gaming. YES! GO!
-
2007-12-17, 01:36 PM (ISO 8601)
- Join Date
- Aug 2007
Re: The Grinder Group 3
Three
Three thinks to himself...Well, if the rat went through, there shouldn't be any surprises upon activation.
Three then floats over and goes through himself.